All Jobs Damage Simulator And Gear Sets |
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All Jobs Damage Simulator and Gear Sets
Excited to start seeing the new +4 gear added to https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets
Asura.Otomis said: » Excited to start seeing the new +4 gear added to https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets I've updated the sets for NIN, DRK, and RDM since I play those jobs most often. I'll gradually update the sets for other jobs later. Click the "Expand" button below each set to see the date they were last updated. Since we're on a new page: I've updated the code, especially for magic damage dealt. See my previous post at the end of the previous page for details. Sorry if I missed it, but is there any way to calculate SC damage (or put in parameters for specific SC to occur continously)?
An example might be spamming CDC which should have some SC damage coming out of it since CDC chains itself. Kaffy said: » you can add to the gear.py on your own, defining one or two items manually isn't hard. An idea for those who partake in editing. Can a "*" be added to gear sets that have already been updated on the main page: https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets
IE: All Jobs Gear Sets/Dark Knight* * Denotes gear sets which have been updated to utilize +4 gear. Izanami said: » I've updated the sets for NIN Much respect for your work. Mind explaining why AGI Andartia's is listed in several of your sets? What am I missing here, ranged acc/crit rate? I was wondering as well but then my assumption was that it was for the little bit of ranged acc+ it would give and that was bridging the gap on locus/trash mobs. DEX was likely just overkill from an acc perspective I imagine and it spits out AGL for the above reason.
That's plausible. There's a few Mpaca/Tatenashi +1 pieces in those sets which have no ranged accuracy, so that makes sense to add some in the few spots to make up the difference.
Just wanted to say thank you very much for updates. I probably use this tool more than I should :)
In the case of r30 nyame gear does the body n legs in particular win out most everything with 1 hit weapon skills?
sefried12 said: » In the case of r30 nyame gear does the body n legs in particular win out most everything with 1 hit weapon skills? Updated COR with some +4 pieces.
I was reviewing some of the COR sets to make sure mine are current. Why would Odium get any placement in Last Stand and Terminus WS sets over daggers like Gleti's or Crepuscular? Can death land on either of these two WS?
Odium is one of the few daggers to have str/agi/dex on it where as most of the others will only have dex and agi. Before you say that STR isn't a mod STR will still increase Last Stand and Terminus damage with them being physical.
Has anyone else been encountering this issue?
https://github.com/IzaKastra/wsdist_beta/issues/14 If you were able to resolve it on your own, lemme know how you did it, it's been unfortunately sort of rendering the app not as useable for me because chunks of the UI are just cutoff even on fullscreen :c soralin said: » Has anyone else been encountering this issue? https://github.com/IzaKastra/wsdist_beta/issues/14 If you were able to resolve it on your own, lemme know how you did it, it's been unfortunately sort of rendering the app not as useable for me because chunks of the UI are just cutoff even on fullscreen :c Plug a second monitor in at 1900 x 1200 and move it there? Asura.Otomis said: » Excited to start seeing the new +4 gear added to https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets I've added a few more sets to certain job pages, such as the MNK page now showing with/without impetus/footwork for some weapon skills, and the RNG page showing AM3 and Barrage sets (which are very strong if the math is correct). Let me know if I've missed something important. Fenrir.Jinxs said: » Add stinger helm please spicychai said: » Sorry if I missed it, but is there any way to calculate SC damage (or put in parameters for specific SC to occur continously)? Shiva.Myamoto said: » I was wondering as well but then my assumption was that it was for the little bit of ranged acc+ it would give and that was bridging the gap on locus/trash mobs. DEX was likely just overkill from an acc perspective I imagine and it spits out AGL for the above reason. The code adds +100 Ranged Accuracy for Daken by default, but that alone isn't enough to cap ranged hit rate against enemies with 1350 evasion (the test enemy for BG Wiki sets) when some of the best head/body/hands/legs/feet slots provide zero ranged accuracy bonuses (Mpaca/Tatenashi). The code finds that the ambuscade cape and Path C Adhemar are the best places to gain ranged accuracy without sacrificing too much else. I use "AGI+20, DEX+10, Store TP+10, Acc/Atk+20" on my main NIN TP cape as a middle-ground. I lose 20 DEX (~15 accuracy and some dDEX crit rate), but gain +20 AGI (~15 ranged accuracy, ~10 evasion, and some dAGI subtle blow). soralin said: » I have not looked into this in a long time, but I believe that I can safely say that this is almost certainly not an "easy" fix and it will not be implemented for a long time (if ever), unless I've missed a simple way to do it while investigating this exact feature long before the GUI was published. This is also currently one of the main reasons I've never removed the "beta" from the project name despite hiding the original project repository on GitHub. If I ever find time to learn how to properly write a GUI, this is something I'd definitely want to do. Python is not a GUI-friendly language. TKinter GUI elements are built on a grid system, with all elements assigned a fixed column and row value. The way TKinter is built requires that the row/column positions remain fixed relative to each other, but their content can stretch/shrink to match the resized window. I've explored this as an option, but it doesn't always behave well or even look good. Your suggestion requires rewriting the entire GUI from scratch and implementing dynamic positions for all GUI elements based on the window size. I'm not even sure if this is technically possible with Tkinter. In your example image, moving the equipment selection from the bottom of a vertical GUI to the right of a horizontal GUI requires moving the frame holding the equipment selection subframes from position "row=2, col=0" to position "row=0, col=1" and rescaling everything else to not break format. The GUI still has a hidden "self.horizontal = False" flag to enable exactly that, but it looks like enabling it no longer works after all of the changes to the code since it was implemented. "Fixing" this would also mean maintaining two separate versions of the GUI code (~6400 lines of bad code at the moment), which I want to avoid doing. Similarly, scrollbars are a huge pain in general since everything about them must be pre-defined manually. The GUI already has at least one issue with scrollbars that you may or may not have noticed:
For now, I'll simply copy/paste my response here to GitHub for completeness. But I do not see myself closing that issue unless I have a burst of inspiration. Maybe AI could handle it if given the mess of the GUI code as is? It's pointless for DRK (Emp+2/3, Sakpata's) and pointless for DRG (Gleti's). Maybe good for multihit WS on GKT/Polearm on SAM? Seems unlikely to be worth ever carrying since I bet TA+5% beats it.
Can you add Red Lotus/Sanguine to Blue Mage? They're in the RDM sets, and there's likely use case for the Relic legs there
K123 said: » It's pointless for DRK (Emp+2/3, Sakpata's) and pointless for DRG (Gleti's). Maybe good for multihit WS on GKT/Polearm on SAM? Seems unlikely to be worth ever carrying since I bet TA+5% beats it. I had it show up for 3k tp on: Shoha Fudo Kasha Gekko Yukikaze Which these already had pdl feet recommended Maybe Mpaca legs would have taken precedence over Wakido but I don't have augments on it Perhaps then it wouldn't be recommended because of the amount of pdl? Asura.Dexprozius said: » Can you add Red Lotus/Sanguine to Blue Mage? They're in the RDM sets, and there's likely use case for the Relic legs there K123 said: » It's pointless for DRK (Emp+2/3, Sakpata's) and pointless for DRG (Gleti's). Maybe good for multihit WS on GKT/Polearm on SAM? Seems unlikely to be worth ever carrying since I bet TA+5% beats it. Best i could assume is max TP on gkt WS. its effectively 43 STR at its best(unity rank1), while nyame is 26 STR which would be your best alternative in that scenerio i think Izanami said: » Asura.Dexprozius said: » Can you add Red Lotus/Sanguine to Blue Mage? They're in the RDM sets, and there's likely use case for the Relic legs there Thanks, surprised Jhakri beats Nyame. 10 MAB > 5 WSD + some degree of INT? interesting. Are we sure Empy+3 beats Pixie+1 for Sanguine? I figured it'd be similar to Leaden Nariont said: » K123 said: » It's pointless for DRK (Emp+2/3, Sakpata's) and pointless for DRG (Gleti's). Maybe good for multihit WS on GKT/Polearm on SAM? Seems unlikely to be worth ever carrying since I bet TA+5% beats it. Best i could assume is max TP on gkt WS. its effectively 43 STR at its best(unity rank1), while nyame is 26 STR which would be your best alternative in that scenerio i think K123 said: » 4/5% DA on Nyame R25/30 too I guess Asura.Dexprozius said: » Are we sure Empy+3 beats Pixie+1 for Sanguine? I figured it'd be similar to Leaden iirc nyame r30 was already pretty close to pixie+1 for leaden, blu emp+3 is more MAB and more str/int/mnd than pixie ontop of 12 WSD, should be an easy win Asura.Dexprozius said: » Izanami said: » Asura.Dexprozius said: » Can you add Red Lotus/Sanguine to Blue Mage? They're in the RDM sets, and there's likely use case for the Relic legs there Looking strictly at the code's numerical output: Empyrean+3 head is 2.45% stronger than Pixie Hairpin +1 (18343/17904 = 1.0245). Looking at contributions from individual stats in more detail: Without a head slot, we have 271 STR, 378 INT, 301 MND, +20% Dark damage (Archon+Orpheus), +332 Magic Attack, and 46% WSD.
Comparing the two: the Empyrean+3 head is 1.3001/1.26906 = 2.44% stronger than Pixie Hairpin +1. Empyrean+3 also has +61 Magic Accuracy that isn't being considered by the code. Izanami said: » Do we know exactly how "follow-up attacks" from SU5 weapon augments work? The code currently treats this as OAX, so I'd like to finally get around to correcting it. This was brought up earlier in this thread, but there was conflicting information and no sources provided. I've not been able to find an unambiguous source of information on follow-up attacks. The only consistent information I've found is that they do not apply to weapon skills, and they only proc in the hand that has the stat. Considering the two posts in this thread (see Lili's and Austar's posts), and assuming 50% FUA, 5% QA, 30% TA, and 15% DA (without dual-wielding), I've found two possible scenarios: "Follow-up attack" provides a single chance at the end of the attack round (before kick/daken) to add one additional attack to the round. Average attacks per round: 2.32 "Follow-up attack" provides one chance to perform a follow-up swing after each other swing in the attack round (four chances for a quad-attack), but only up to one successful proc per attack round. Average attacks per round: 2.48 Bumping this for you. I would like to see this implemented, too. I have always understood it to be the second scenario. That's how BGWiki explains it: https://www.bg-wiki.com/ffxi/Category:Multi-Attack I understand you probably want some reliable sources. Hopefully someone here knows. Mythic AM3 on that page is a bit wrong, but it's an editorial choice how to address it: https://www.bg-wiki.com/ffxi/Category_talk:Multi-Attack
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